this post was submitted on 26 Nov 2023
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Well you as a DM set the DC. If it makes sense to work then set it to 3 or something, or just make it free. But setting it to succeed on anything except for critical failure makes sense, since anyone can flub their grand moment.
I also hate the DnD criticals. First, they don't apply to ability checks if you're playing by the book, so the point is moot here. Second, why is someone very skilled at something just as likely to crit as someone unskilled? Pathfinder 2E does it great where you need to be over/under the AC/DC by 10 or more for a crit. Someone very good at something will critically succeed more often with that skill than someone very bad, who will critically fail more often. In fact, someone particularly skilled may not even be able to critically fail a check that's trivial for them. The fact that a master still has a 1/20 chance to critically fail trivial things in the DnD rules isn't ideal.
Critical success and failures are by the book.
They are an optional rule in the Dungeon Master Guide on page 242.
They are as optional as Multiclassing and Feats.
Arguably MORE optional as this rule does not appear in the PHB, but fair enough. To me, using crits on ability checks messes with game balance too much and challenges verisimilitude. But, to each their own.